Wren's 4.0 Game

Crafting

Alchemy
With alchemy, you can craft potions of power. Each potion cost 25 gold in reagents. A potion may be used as a minor action.

Name

Effect

Healing

Heals One-quarter of total hit points.

Magic Refreshment

Restores 25 points of Stamina and feeds you for 3 days.

Breathe Fire

Breathe fire for three rounds, each time working as a cone attack of your choice, dealing 5d10 fire damage.

Elemental Protection

Effect: Gain 15 resistance against a chosen element. This element is chosen upon drinking the potion. This effect last until the end of the encounter.

Fear No Elements

Effect: Gain immunity from the harsh weather effects of a given prime material or demiplane for one week.

Heroism

Effect: The user gains temporary hit points equal to 25 + one quarter your total hit points. Until the user loses as many temporary hit points as he or she gained from this power, the target adds your Charisma modifier to damage rolls and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.

Water Breathing

Effect: Breath underwater for 24 hours.

Giant Strength

Effect: First, gain a +6 to your strength score for the remainder of the encounter. Secondly, gain an effective 40 strength to determine ability checks, maximum lift, and carrying capacity.

Enchantment: Magus’ Armaments of Power
The following below are powers that allow the user to craft magical implements of power. These items cost 25,000 gold each to craft and can normally go for twice as much on the market. All implementss are treated as magical weapons, which bear a +3 magical enchantment to attack and damage rolls.

Name

Effect

Rod of the Old Gods

Spells that deal psychic damage inflict a -2 penalty to attack rolls and inflict Blindness until the end of your next turn.

Luminary Orb

Property: Illuminates the area with golden light within a Far range. Undead and Infernals in range of the light take 1d10 radiant damage at the start of their round.

Elder Wand

On the beginning of your turn, regain 20 stamina once every three rounds.

Wand of Fireballs

You gain an encounter power that reads: “Launch a green streak of light that detonates at your intended location, then explodes with flame in a low roar.” Ranged AoE; Long range; +5 vs. Reflex; Deal half damage on a miss; 6d10 fire damage. Recharge on a 5 and 6.

Rod of Command

You gain an encounter power that reads: “Transfix a target opponents mind to fight for you.” Ranged single target; Long range; +5 vs. Will; Opponent is under your control and fights for you until it makes three successful saves.

Rod of Lordly Might

Increase the damage dice of spells by two. Gain a +2 bonus to AC and Reflex defense.

Orb of Knowledge

Gain one power with one optional spell effect of your choice that you must craft into a power.

Enchantment: Adornment of Power
The following below are powers that allow the user to craft magical rings and amulets of power. These items cost 25,000 gold each to craft and can normally go for twice as much on the market. All magical rings grant a +3 enhancement bonus to Fort, Reflex, and Will defenses.

Name

Effect

Ring of Protection

Gain a +2 item bonus towards all your defenses and a +1 item bonus towards your saving throws. Once an encounter as an immediate interrupt to taking damage, take 0 damage instead for two rounds.

Ring of Freedom

Gain a +5 save bonus to Immobilized, Restrained, or Slowed conditions. You can also move across difficult terrain as if it was normal.

You can see the invisible and illusions. You can ignore penalties for concealment and total concealment.

Ring of Wizardry

Regain all your stamina points as a free action. This can be activated once an encounter.

Ring of Shooting Stars

You can teleport to Medium range at-will. You gain an encounter power that reads: “Open up a void in the air and spray an area with magical falling shooting stars.” Ranged AoE; Long range; +5 vs. Reflex; Deal half damage on a miss; 3d10 fire damage. 3d10 radiant damage.

Enchantment: Weaving Nature’s Power
The following below are powers that allow the user to craft magical weapons and armor of power that are made primarily from cloth, leather, or wood. These items cost 25,000 gold each to craft and can normally go for twice as much on the market. All Natural Weapons are treated as magical weapons, which bear a +3 magical enchantment to attack and damage rolls. Magical ammunition carry no such bonuses. Magical armor carry a +3 enhancement bonus to AC.

Magical weapon. You gain an encounter power that reads: “Empower a spell with awesome force.” Personal Reaction; Close range; Minor action: On your next Non-martial ability cast, increase the dice of damage by 4. 3 Set bonus: Gain a +1 to attack rolls.

Leaflet Bow

Magical weapon. Property: Deal an extra 4 poison damage per shot. Once a day, create 2d8 goodberries that each act as an individual meal.

Silver Bow

Magical weapon. Property: You fire off Radiant damage arrows made of light.

Zelphan’s Bow

Magical weapon. Property: Increase critical chance by 2. Effect: Gain 1d20 gold per enemy struck times their level. You only gain gold once per opponent and only if they pose a threat. On a critical hit, gain an extra 10d100 gold.

Darkseed Bow

Magical weapon. Property: Heal an extra 1d6+4 per shot.

Displacer Armor

Magical hide armor. Property: Enemies take a -2 penalty to their attack rolls and -2 penalty to each their damage dice with all single target attacks made against you.

Magical leather armor. Property: Gain the benefits of the enchantment power Good Hope at all times.

Enchantment: Armaments of Power
The following below are powers that allow the user to craft magical weapons and armor of power that are primarily constructed of forged metals. These items cost 25,000 gold each to craft and can normally go for twice as much on the market. All Metal Armaments are treated as magical weapons, which bear a +3 magical enchantment to attack and damage rolls. Magical gauntlets may be treated as a Mace when used to attack with the off-hand property.

Name

Effect

Berserker Weapon

Magical weapon. Property: Melee only. Gain a +2 bonus to attack and damage rolls, 5 resist all damage, and a -5 penalty to all defenses.

Dancing Weapon

Magical weapon. Property: Melee only. You can deliver basic attacks and attack powers through the dancing weapon as if you were holding it yourself (including all attack and damage modifiers you’d normally apply). A dancing weapon cannot make opportunity attacks. Except during brief moments when it is attacking, a dancing weapon remains in your space, even if you move away or are teleported. It automatically resists any attempts by other creatures to take hold of it. Sustain Minor: The sword continues to hover and fight near you until the end of your next turn.

Slayer Weapon

Magical weapon. Property: This weapon is created to slay a creature type, such as undead, aberration, magical, construct, dragon, demihuman, and so on. Minor Action. Your next attack with this weapon against the designated creature type, if made before the end of your turn, gains a +3 power bonus to the attack roll and automatically ignores any resistance the creature has.

Magical weapon. Property: A frost weapon deals an extra 1d8 cold damage with any Melee Martial attack. Free Action: Convert all your physical damage to cold damage. Minor Action: Use this power before you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed until the end of your next turn.

Magical weapon. Bludgeon weapon only. Property: A thundering weapon deals an extra 2d10 thunder damage with any Melee Martial attack. Minor Action: All enemies within Close range (auto-hit) take a -2 penalty to attack rolls and all defenses.

Radiant Weapon

Magical weapon. Property: A radiant weapon deals an extra 1d10 radiant damage with any Melee Martial attack. Free Action: Convert all your physical damage to radiant damage. Minor Action: You and each ally within Close and Medium range of you gain a +2 power bonus to Fortitude, Reflex, and Will defenses until the end of your next turn.

Magical plate mail heavy armor. Active: In five minutes, the armor may transform into a cooking and smelting furnace that is powered by the elemental plane of fire. Property: Armor gains 30 damage resistance against cold and fire. Armor penalty increases by 2.